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I understand that kinematic and static bodies both have infinite mass and it's therefore the user's responsibility to perform any additional logic to handle separating them, but is there a way to have ContactListener still return the contact points when they come into contact? I.e., for OnContactAdded to give a result where one body is Kinematic and one is Static, even with the knowledge that the constraint system will not solve this collision on its own. If not, is the proper way to query this type of information to do a shape cast? Thank you. |
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See JoltPhysics/Jolt/Physics/Body/Body.h Lines 76 to 79 in 8feb90c |
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See
BodyCreationSettings::mCollideKinematicVsNonDynamic
andBody::SetCollideKinematicVsNonDynamic
:JoltPhysics/Jolt/Physics/Body/Body.h
Lines 76 to 79 in 8feb90c